Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
Introduction ix
Chapter 1. Prelude: Fun, Play, Game, Ludus... A Survey of Game Theories 1
1.1. Animal play, human play 2
1.2. Theories of human play 6
1.2.1. Precursors 6
1.2.2. Differentiation between game structure and ludic attitude 14
1.3. Play as potential and intermediate space 16
1.3.1. Winnicott and play as “potential space” 16
1.3.2. Bateson and the question of “frame” 19
1.3.3. Goffman’s analysis of frame 21
1.4. The concept of play today 27
1.4.1. The current syntheses of a definition of play 27
1.4.2. Brougère’s characteristics of play 28
1.4.3. The link with learning 33
Chapter 2. Games in Business 35
2.1. Relations between games and work: an apparent incongruity 35
2.1.1. A variety of ways to address the relations between games and work in the social ló*